Roy (PM): Difference between revisions

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==Attributes==
==Attributes==
Roy falls under a unique archetype of being a nimble fighter with relatively strong attacks and amazing comboing flexibility, an uncommon combination for a lightweight; many of his attacks were heavily buffed and strengthened in his transition from ''Melee''. He retains many of his attributes from ''Melee'', including a fast dash, a fast falling speed, and an average air speed. Roy is a sword fighter with decent range, as his Binding Blade gives his attacks disjointed hitboxes, allowing him to carefully space between him and his opponents. Consequently, Roy has transitioned into a more combo-heavy character in ''Project M'', heavily compounded by his increased power and drastically improved aerial game. He possesses one of the most powerful [[spike]]s in his down aerial, where the sweetspot, while small, if landed properly, will strike the opponent downwards, which can very easily lead to a KO, especially at medium to high percentages. Roy also has an effective finisher with his back aerial, having significantly increased knockback, being able to reliably KO an opponent once he or she is at a high percentage.
Roy falls under a unique archetype of being a nimble fighter with relatively strong attacks and amazing comboing flexibility, an uncommon combination for a lightweight; many of his attacks were heavily buffed and strengthened in his transition from ''Melee''. He retains many of his attributes from ''Melee'', including a fast dash, a fast falling speed (the same as the significantly heavier {{PM|Donkey Kong}}), and an average air speed. Roy is a sword fighter with decent range, as his Binding Blade gives his attacks disjointed hitboxes, allowing him to carefully space between him and his opponents. Consequently, Roy has transitioned into a more combo-heavy character in ''Project M'', heavily compounded by his increased power and drastically improved aerial game. He possesses one of the most powerful [[spike]]s in his down aerial, where the sweetspot, while small, if landed properly, will strike the opponent downwards, which can very easily lead to a KO, especially at medium to high percentages. Roy also has an effective finisher with his back aerial, having significantly increased knockback, being able to reliably KO an opponent once he or she is at a high percentage.


Another one of Roy's major assets is his approach; having a below-average traction, he is offered a decent wavedash and possesses one of the best [[Short hop fast fall L-cancel|SHFFLs]] in the game due to his fast falling speed, moderately high gravity, and low short hop. As a result of his amazing SHFFL, he can land consecutive aerials and continuously rack up his opponent's damage.
Another one of Roy's major assets is his approach; having a below-average traction, he is offered a decent wavedash and possesses one of the best [[Short hop fast fall L-cancel|SHFFLs]] in the game due to his fast falling speed, moderately high gravity, and low short hop. As a result of his amazing SHFFL, he can land consecutive aerials and continuously rack up his opponent's damage.
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Roy's grab game is formidable. His up throw is the 9th strongest (10th if {{PM|Olimar}}'s is counted as two due to his purple and especially blue Pikmin being stronger) and has great chain grabbing potential (though due to the slight knockback increase compared to Marth's, it is overall more difficult to chain grab with Roy's), being capable of chain grabbing fast fallers. Additionally, Roy can force his opponent over to the edge and execute a good [[edgeguarding]] strategy by grabbing them, forward or down throw them, and finish them off with either his [[Flare Blade]] or side smash.
Roy's grab game is formidable. His up throw is the 9th strongest (10th if {{PM|Olimar}}'s is counted as two due to his purple and especially blue Pikmin being stronger) and has great chain grabbing potential (though due to the slight knockback increase compared to Marth's, it is overall more difficult to chain grab with Roy's), being capable of chain grabbing fast fallers. Additionally, Roy can force his opponent over to the edge and execute a good [[edgeguarding]] strategy by grabbing them, forward or down throw them, and finish them off with either his [[Flare Blade]] or side smash.


Roy, however, is not without his flaws. The primary flaw of his disjointed hitboxes remains, as the tipper hitboxes of most attacks, if not all (neutral aerial and up smash are a few exceptions), retain their roles as the sourspots of his attacks; with that being said, Roy's sweetspots remain at the hilt to the middle of his blade, still forcing him to come up close to his opponents to deal maximum damage, unlike Marth; despite this, Roy's sourspot hitboxes are generally smaller than those of Marth, and his sweetspots are generally much larger. Additionally, while being combo-heavy himself, Roy continues to be very vulnerable for combos despite his light weight, all because of his fast falling speed. The latter attribute additionally exacerbates his below-average recovery that is also easily [[gimp]]able, if not easily [[edgeguard]]able, being among the worst recoveries in the game despite Roy being able to extend the horizontal distance of his [[Blazer]] far more than Marth with his [[Dolphin Slash]]; while Roy can aid his recovery by using his side special, the [[Double-Edge Dance]], as the first hit grants him slightly more vertical distance and longer airborne time, it is still inferior compared to Marth doing the same thing with his [[Dancing Blade]] due to Roy's faster falling speed and higher gravity.
Roy, however, is not without his flaws. The primary flaw of his disjointed hitboxes remains, as the tipper hitboxes of most attacks, if not all (neutral aerial and up smash are a few exceptions), retain their roles as the sourspots of his attacks; with that being said, Roy's sweetspots remain at the hilt to the middle of his blade, still forcing him to come up close to his opponents to deal maximum damage, unlike Marth; despite this, Roy's sourspot hitboxes are generally smaller than those of Marth, and his sweetspots are generally much larger. Additionally, while being combo-heavy himself, Roy continues to be very vulnerable for combos despite his light weight, all because of his fast falling speed. The latter attribute additionally exacerbates his below-average recovery that is also easily [[gimp]]able, if not easily [[edgeguard]]able, being among the worst recoveries in the game despite Roy being able to extend the horizontal distance of his [[Blazer]] far more than Marth with his [[Dolphin Slash]]; while Roy can aid his recovery by using his side special, the [[Double-Edge Dance]], as the first hit grants him slightly more vertical distance and longer airborne time, it is still inferior compared to Marth doing the same thing with his [[Dancing Blade]] due to Roy's faster falling speed and higher gravity. On the upside, however, his fast falling speed enhances his vertical endurance and makes him moderately difficult to KO vertically; despite this, it is generally agreed that his vertical endurance is only average due to either being lighter than many other characters (such as {{PM|Captain Falcon}} or {{PM|Donkey Kong}}) or falling slower than others (particularly the [[space animals|spacies]]).


Regardless of his flaws, he has inherited a myriad of buffs in his transition, and they have immensely improved his comboing game and overall power and made him become a more formidable fighter than he was before.
Regardless of his flaws, he has inherited a myriad of buffs in his transition, and they have immensely improved his comboing game and overall power and made him become a more formidable fighter than he was before.
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